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A jam submission

Omega ProtocolView game page

Fast-paced, Mega Man-inspired action platformer submitted for Metroidvania Month 20!
Submitted by jeff@redopticgames — 5 minutes, 9 seconds before the deadline
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Omega Protocol's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#14.0674.067
Metroidvania#14.4004.400
Relevance to the theme picked#14.8004.800
Overall#14.3074.307
Execution#14.2674.267
Sensory#64.0004.000

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Metroidon't + Powering Down (full map access, start strong, get weak) 20XX (so much Mega Man...)

Engine
Unity

Team/Developer
Jeff Temple

External assets
All music and SFX from Juhani Junkala (https://opengameart.org/content/5-chiptunes-action)

Prizes eligibility
LearnIndie

Reference info
Discord: JeffTemple#9437

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Comments

Submitted (1 edit)

Full marks:
* Theme
* Metroidvania (off-genre things were definitely intentional subversions in line with the theme so
markdown there felt improper)

Less full marks (to be clear, "less full" is literal, not a euphemism. There was no 'category' for this game that gets less than a four from me.
* My enjoyment and perception of the game's execution suffered a bit; at one point I got trapped in an enemy and died. And I seemed to get hit by things and fall off platforms and/or out of the screen sort of...a lot, in a way that didn't feel entirely un-cheap. It also seemed to have a bit of performance at leat on my PC, but this cleared up after restarting.
* Aesthetics weren't mind-blowing, but they worked and had a nice unity and the music was pretty excellently chosen. If this had been in a Black/White jam I could have seen it doing decently on that front.

Overall I think this one's a contender.

Developer

Great, thanks for your feedback! There's some stuff in here that I definitely want to fix. It's strange that you got trapped in an enemy cause you get iframes and collision between the player and the enemy should be turned off. If you still remember where it happened, can you let me know so I can check it out (was it in the laser area? my money's on it being in the laser area...). In terms of getting hit by things and falling off platforms, I'm gonna go back and implement some of Mega Man 11's logic, basically if you're standing far enough onto a platform and get knocked back, you'll stop at the edge of said platform. Cheap attacks I can agree with too, there are some off screen enemies that shoot people a frustrating amount. I'll have to do some camera math on that later. I've never really looked into performance - it's probably running too many physics checks at any given moment which is a system I want to go back and clean up later anyway, so it's good to know that I have reason to do that. :D

Thanks for playing!

Submitted

Oh yes. I believe it was the laser in the lower-left-hand corner of one of those rooms. I may be able to DM you a short video clip on Discord to confirm.

This happened to me too. 

HostSubmitted

Genuinely had fun! First off, any controller-friendly game gets a plus in my book. The movement felt super fluid and it was cool to just wander the map and crush enemies. Your use of the themes was interesting as well. I wished there were some music, it would have really enhanced the experience further. Also, one little nitpick: the stun after getting hit is a bit long to me. Great entry!

Developer

Thanks for playing and for the feedback! It's super weird that you didn't get music in  the game, there is different music for each zone. Someone else reported this bug in an older version of the game but I thought I had fixed it. Damn.

Submitted

Great entry! I really enjoyed my time with your game!

-Extremely cool aesthetic. I felt like I was playing a Vectrex game in the coolest way. Animations were super smooth and read very well.

-The controls are fluid and jumping/wall kick mechanics feel great to use

-Very powerful feeling and choosing which ability to lose is legitimately difficult and it's very neat to see how your choice will affect which routes are no longer viable after your choice. I really like that progression (regression?)

-One nitpick was that some of the spaces between areas felt sparse of save points or were maybe a bit too long. Dying felt very very punishing


This was a joy to play, and very cool take on the Metroidn't theme. Fantastic work!

Impressive entry! A few cut corners but pretty polished overall. The lose-your-abilities angle was a fun surprise, and I was impressed how it was incorporated into room design.

The simple visual style worked pretty well, except for a few times when it was unclear whether something was a pit of death or a room connection, and a couple rooms where it wasn't clear what was a wall and what wasn't. 

Pretty good level design and a lot of interesting environmental hazards. I mostly enjoyed traversal, but I found some of the backtracking tedious. I didn't particularly enjoy getting back out of the bottom right corner, for example. 

Controls were fine, though I wished I didn't have to use the mouse. Ladder felt slightly glitchy at the top. I'm not a big fan of ladders in general, but it was fine. 

Were the teleporters single use or do they just turn off at the end? 

Developer(+1)

Hey, thanks for the feedback! I also don't like getting out of the bottom right corner, I want to revisit that area and clean up the layout some to make it a bit more enjoyable to backtrack through. You didn't have to use the mouse, I assigned shoot to a number of keys on the keyboard (f and k I believe). I don't normally play on a keyboard so I don't really know what the standard is for attack. Someone suggested I some slight hashing to the tilesets so I'll probably go and try that to improve visual clarity.

The teleporters were linked to their area's sub-generator, so turning off a sub-generator would disable its teleporter. It wasn't until I had everything laid out and was playtesting already that it occurred to me to put the teleporters closer to the end of of each zone so you could use it to get in and then the backtracking only occurs when you're trying to get out of a zone, but alas, there wasn't enough time for iteration in that regard.

Thanks for playing!

Thanks for those clarifications! 

Also I didn't mention this but I kind of gasped when that floating head boss turns from side to side. Great animation work. 

Submitted

This is a fantastic piece of work, with a gorgeous black and white aesthetic, and impeccable level design. The fact that you were able to make the whole map traversable, despite whatever order the player chooses to sacrifice their abilities is an incredibly impressive feat. I will say though, that while the sacrificing of abilities fits the themes perfectly, it does make for a bit of a frustrating experience at the end of the game, especially once you lose the wall jump ability. Otherwise, my only piece of feedback is that some of the enemies seemed unavoidable at times, as only shooting horizontally makes it difficult to hit enemies above or below you, especially when you are on ladders. But overall, this is an absolutely top-tier, polished piece of work. Well done!

Submitted (1 edit)

Ok this one is simply amazing!! The graphics are really nice, and the music choices are great, even if not original sadly. It's super fun tho, I really love how the gameplay flows so nicely, even when I was already completely naked of skills just jumping and shooting was still all I could have asked for. (It  IS the most fun when I had everything tho, that I can't really lie, but I really liked the concept of reversevania and I think you executed it really well here)

Wanna give props to the level design too, the fact it is still completely manageable both with and without power ups is definitelly a hard thing to achieve, but you certainly did it here.
Kinda sad that as far as I've understood most bosses are unfinished aparently, and there simply isn't a final boss, wich is a shame, since I was hyped to have a rematch against doppelganger Zeta, I legit tought the final boss was gonna be him but with all the power ups I sacrificed (I guess that's an idea I'm dropping here if you ever wanna add more stuff)

Only nitpicks I have is that as other people already mentioned, pretty much every enemy is always shooting you off-screen, wich is a little annoying at times. Aside from that there's also some specific rooms with a few blind jumps that are also kind of a nuisance, and the camera is also very iffy when it decides to be, sometimes it felt too slow to follow my char so it got really hard to react to missiles coming from the edge of the screen.
The fact all the teleporters were open from the get go also kinda made me speedrun the game ngl, I'm almost sure I didn't even see every single room, altought I am sure I played throught at least most of them.

Well I guess that's it pretty much, I really love it overall, I don't have any rreeeaaall complaints at the end, from the few entries I played as for the time I'm writing this, it's definitelly a top spot contender honestly. I recorded my run for the sake of it too if you ever wanna see it for anything, but not sure if you would get anything helpful from it tbh.

(Btw, the game page says to not choose the first option when I have to make a choice, but I kinda forgot that at the moment so I still chose it, and that didn't block me out of finishing the game at all)

Developer(+1)

Awesome, I'm glad you had a good time and thanks for the in-depth feedback! I agree with everything written here! As for the final boss, that's a really cool idea about giving the final boss all of your missing powers (but my head hurts at the idea of adding wall slide to an enemy...). I'm working on adding the missing bosses and final missing area (the generator core was meant to be bigger) for a post-voting release though. Oh, and the teleporters being accessible from the beginning is purposeful and I don't mind if you abuse the hell out of them, there are a lot of routes through the game and I'm still trying to find the fastest one. :D

I definitely agree on enemies shooting from off-screen, and on the camera stuff. I have a camera controller set up that can adjust its distance from the player based on velocity but it was one of the last things I worked on and I wasn't able to find a balance that didn't give me motion sickness before release. I'm still trying to get it working because not having blind jumps is pretty important to me, and I also wanna get that nice burst of momentum feel when the player dashes.

I'm super glad you were still able to complete the game, I've since fixed that bug (I think) but I'm also glad it's not 100% reproducible in the wild somehow.  Anyway, thanks for taking the time to play my game!

Submitted

Finally got around to finishing the game! It took me 3 attempts spread across 2 days to get it done, this game is massive! To be upfront, I'm not a fan of the idea that losing power in a game could be fun and your game didn't prove me wrong, even though I suppose I wasn't losing on many hidden secrets (I wasn't looking for any) I just felt like I had to hassle through longer corridors because I couldn't destroy crates or something. But that's kinda the beauty of jams, where we try things we wouldn't do otherwise, so I'm not judging based on that.

Generally speaking I enjoyed the game, combat was definitely the shining part of the experience. I like various enemy design, even though most of them were just shooting at various directions and moving left and right. There were a few "annoying" cases of turret skipping charging phase and shot me out of the sky, or rocket literally waiting for me to cross the gap, to snipe me into the void, but other than that it was smooth. Environmental hazards were nice and I like each region had something unique. One interesting idea I came up with during playing was maybe tweaking movement logic of those flying cylinder enemies to prioritise going on Y axis before X, so we don't have to short hop in order to hit them all the time, that as kinda obnoxious.

Visuals were very consistent, character looked nice, sounds were okay after you got that fix we talked about. Unfortunately I still don't hear music :'( I wish you went a bit more with backgrounds, maybe added some crosshatching or other lines to fill platforms to make areas even more distinct with the limited palette that you had. There was one place where I couldn't distinguish ladder from platforms around it, somewhere in a section with lasers, that's mainly why I'm suggesting some sort of fill texture for platforms. Oh also magenta lines for moving platform rails was a bit jarring.

Level design is great, not much to say there, amazing job.

tl;dr Great game, fun combat, well done!

Developer(+1)

Thanks for your feedback and for the quick test/feedback on the bugs before the deadline. Lots of good stuff in here.

I agree that losing the powers wasn't super fun, and I knew it as soon as I put in the first generator that took your powers away, but I was already committed at that point. And like you said, that's the beauty of game jams. I think because I gave the character Mega Man X's moveset to start with, it was kind of charming to me to end the game using Mega Man 2's power set (but as soon as the jam ended I went in and expanded his moveset cause I kind of really enjoy controlling him and wanted more things to do). 

Turrets, I really do need to change them to have a shorter range overall, the sniping is pretty annoying. The spinny guys I had the same thought, just never implemented it. I think I'll go back and do that. It's unfortunate about the music, each area has a distinct theme and I feel like they all get me in the mood for killing more enemies (though to be fair I didn't create any of the music, it all came from a creator namedJuhani Junkala who has a massive collection on opengameart).

I hear you about the magenta platform lines, I'm going to go in and change those to the intended darker gray. I'll see what I can do with some texture variation on the ground tiles, I did some early experimentation with different tile sets for the different zones but never found anything that didn't clash with the overall vibe, but I didn't realize that some of the ladder points were hard to distinguish so... I'll see what I can do!

So yeah, thanks for taking the time to finish the game and thanks for all the great feedback!

Submitted

WOW!

This would be an amazing achievement for a team effort. let alone a single developer turning out such a complete and well polished entry! love the vector art and the gameplay.. 

Not finished yet, But definitely coming back to it.. 

GREAT ENTRY!

Developer(+1)

I'm glad you're enjoying it! Good luck getting to the end (if you didn't see the note on my page, here is is as it will help you avoid a very disheartening progress blocker later on: IMPORTANT NOTE: If you make it to the point where you can start making choices, DO NOT choose the first option until it's your only choice remaining, otherwise you won't be able to progress later in the game. Sorry.).

Submitted

Great idea and execution. The game has considerable content and replayability. Animations are juicy and go well with vfx. Audio could be improved with more bgm and more varied sfx.

Good game!

Developer

Thanks for playing, glad you enjoyed it! I’ll be adding in the missing boss encounters and the actual final area once the jam has ended if you want to give it another playthrough. :)

Submitted

good animation. well synchronizewd with sound. A very megaman kind of appearence.
Narrative also very nicely executed.
Impressive scale of the game, having a map to follow and all. Congrats! very good.

What I would improve. I would make sure that the sound effects are not too loud. Especially if they are related to short instances, like when you press a button. It can be quite deterring. So I naturally turn my sound down.

other than that, it's good. You can spice it up with some double jumps and combos and things like that.

Developer(+1)

Thanks for playing and thanks for the feedback! I agree with the SFX, I usually don’t even implement sfx so I’m not super familiar with fine tuning them, but I think I have a better handle on it now and can add an option for Audio Effects volume in future releases.

I actually have a version if the player controller with a more varied moveset, but I kept it fairly limited here just cause I tried to link a specific type of movement to a different area and 3 areas was already a lot to design. Future games will definitely incorporate a more dynamic moveset though.

Cheers!

Submitted

The animation was nice. The FX for turning and jumping added a lot to it too. I thought I wouldn't like the slight deceleration when you stop moving, but since you can turn instantly and start moving fast, I ended up not even noticing it. The simple tileset I feel was a good choice, it looks simple but complete.

I got past the first boss and died and respawned at the first checkpoint. Not sure if there were others along the way that I missed, but the respawn system felt very oppressive. Especially since the first section of the game is linear, respawning means you go back a long ways.

Combat felt fun. The knockback when the player gets hit is nice. The enemies have are interesting to fight since they can shoot trough projectiles. I literally chuckled when I realized the one enemy could use his little shield. The boss was cool too; jumping is the staple of any good sidescrolling boss fight where the boss isn't a giant background.

Fun game.

Developer

There's a checkpoint just after the first boss if you go left instead of right.

I'm glad that you enjoyed the bit you played, I tried to get a variety of enemy designs in there. The shield guy was fun to make (even though I never got the bullets to reflect in the proper direction when you shoot him from the left). The first boss fight is basically just an homage (read: direct ripoff) to a boss fight from Mega Man 3, otherwise I would have varied up its pattern a bit more. 

Thanks for playing!

Submitted

Really cool game. Agree with everyone else here that difficulty needs tweaking. I also didn't like how every enemy could shoot through walls, it meant there were a couple times where I got sniped by an enemy that was barely on screen. I really liked the artstyle though, the simplicity makes it really clean and charming.

Developer

Yeah, tweaking the difficulty for game jams is super tough cause you never know where people are coming from. I watched several different people playtest it and they all struggled with different parts, some thought it was too easy, and some thought it was too tough. I basically ended up trying to model the difficulty after Mega Man games, where it can feel pretty overwhelming and frenetic at first but you get used to it over time. If I were going to go back and adjust some things, I don't think I'd necessarily remove enemies shooting through walls because that ability has always been a staple of Mega Man games (depending on the enemy), but I would reduce the range at which enemies are willing to fire at you, cause I also did not enjoy it when an enemy from off-screen would shoot me.

Thanks for playing!

Submitted

Wow, this is really awesome! The graphics are simple, but work well. The audio is coherent a feels good. The game feels well polished and reminds me of...mega man 2! The getting rid of upgrades is a cool idea and well implemented here. Got rid of the wall jump, then charge shot, then dash. 

There were a few times where I got stuck trying to jump while standing above a ladder. I also found the game pretty difficult (maybe due to a lack of healing?). 

Great job!

Developer

Glad you enjoyed it! My preferred order for upgrade removal ended up being wall jump, dash, then charge shot, but I think without the final boss fights being implemented charge shot is pretty reasonable to give up earlier. I definitely need to look up how to implement ladders in a better way, I think my solution was pretty hacky and it shows. 

I tried to make health drops from enemies pretty generous, it's just that I didn't get to fill up some of the later screens with enemies to drop the health, so the hazard damage starts to pile up (at least that's my experience). I do definitely wish I had had time to go through and tweak some of the difficulty / room layouts, but thus is the nature of game jams.

Thanks for playing!

Submitted

Brooo. This was an incredibly designed game. I could tell you planned everything out just by playing the game. Your interpretation of the themes you chose were spot on and it made for an awesome game. That lower right corner though. I knew that was the area that was going to be the most frustrating. But it was a fun frustration. My gut criticism would be maybe increase rate of health drops, but I don't think thats necessary. My deaths really only occurred in the lower right corner of the map. 

My progression: Top Right Generator (sacrificed dash), Bottom Right (sacrificed wall jumps), and then sacrificed my charge shot. I think this was a decent progression. The run back to the end of the game wasn't as challenging as I thought it would be and I think its was due to this path. 

Developer(+1)

That's awesome! I know exactly what you mean by the lower right area. I was very excited by the mechanical concepts in that area, but in execution, I don't think I succeeded. There are a lot of weird timings involved and I never had the time to sit down and math out both forward and backward paths through those rooms. I like your progression choices, they are different than my normal pathway through the game, but I'm now thinking that maybe I can find an even more optimal path.

Thanks for playing! I can't wait to go murder Death in Shred Quest 2.